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James Bond 007: Agent Under Fire - Mediterranean Crisis
Mediterranean Crisis - Walkthrough
James Bond 007: Agent Under Fire
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- Story
- Weapons and Gadgets
- License To Thrill
- James Bond
- GAME MANUAL PDF
Mediterranean Crisis
Mediterranean Sea: Royal Navy Carrier ship
Level Type: First-Person Shooter
Starting Weapons
- Wolfram P2K
- PS100
- UGW
- Frinesi
- SSR4000
- Defender
- Fixed Guns
Gadgets
- Q-Laser
- Q-Claw
- Q-Remote
- Q-Decryptor
Target Score: 130,000
Target Time: 11:00
Bond Moves: 13
007 Bonus Tokens: 9
Objectives
- 1. Go to briefing room for MI6 update
- 2. Disarm warhead
- 3. Rescue Zoe Nightshade
- 4. Destroy cloned leaders' helicopter
- 5. Bonus Token Locations
- 6. Bond Moves
- 7. Body Armor and Hidden Weapons Locations
1. Go to briefing room for MI6 update, Mediterranean Crisis
Depending on whether or not you picked up the verification card in the last level, you start in two different places. The first is on the deck above the level. Make your way through the rooms and down the stairs and skip the paragraph below.
If you did not start out on the deck, you begin the level in a jail cell, but the guards did not do a very good job of locking you in. All that prevents you from getting out is a little lock, and luckily you still have your Q-Laser on you. Wait until the guard turns away from you, then cut open the lock. Quickly dash to the table near your cell and pick up the Frinesi that is resting there. Use it to eliminate the guard.
Go out the door that exits the jail area, and be prepared for some guards to be alerted of your presence. Make your way down the hall (do not go up any stairs) and it is not long before you come to the briefing room. M explains the situation.
2. Disarm warhead, Mediterranean Crisis
Leave the briefing room in the direction of the sign that says "Hangar." come into a control room with a guard facing away from you. Shoot him in the back and get prepared for some guards to come at you. Head out of the control room and kill the few guards that are outside. When they are down, a platform lowers from above, with another guard on it. Shoot him and move toward the doorway in the back of the room.
As you approach the doorway, two armored guards comes out. After their deaths have been dealt to them, head inside to come to the second hangar. This area is significantly more difficult, and it is smart to stay near the entrance at first. There are several guards that attack you from the middle of the room, and more over to the far left (which you can deal with later). The most annoying, however, are the guards situated behind the fence to the right. do not forget them, as they usually keep out of your view.
Proceed to the left part of the hangar. there is a path going around where the Harrier is set to the area above. there is a sniper up there, so move quickly and stay out of the aiming laser. Make your way around the landing pad and up to where the sniper is. Take him out, then head right and up the stairs. Before you reach the next part of the level, you confront an armored guard.
As the next part of the level opens, go down the hallway. As you pass the window, you see several guards outside firing at you. If you downloaded the harrier program earlier (see Bond Moves), you kill them with one press of the Q-Remote button (but be sure to kill the guard a little further down the hall first). If you did not, go outside and slowly approach where they area. Since they are below, you can spot the tops of their heads before they see you. Use the SSR4000 to take them out before they can fire on you.
Head to the end of the path outside the ship and you see another guard and a Q-Claw piece ahead. Use the sniper rifle to take out the guard, then Q-Claw up to where he was. Ahead is a meeting room. Four guards rush in. Kill the first two as they hide behind the table, then riddle the other two that are standing in the doorways to the left and right.
Go through the doorway on the right and come to a tall room with a winding staircase. there is a sniper, two grenade-throwing guards, and an armored guard waiting for you as you ascend. run to avoid the grenades, killing any enemies you see along the way.
At the top open the door the ship's main control room. There are quite a few guards inside, but if you make your way around the room slowly, they should not be hard. When you take out the last guard, three more and a helicopter gunship appears. Take out the weaker guards first (find some cover, like where the sniper was standing), then go after the helicopter. Keep a continuous stream of fire at it while strafing and it goes down.
Continue to the ladder on the left side of the control room. Cut the lock at the top and go through the hatch. As you turn the corner, face two guards. Shoot the oil drums near them to cause an explosion, sending them both to their graves. Climbing up the next ladder takes you into another control room. Two guards wait for you here, and they have taken a crew member hostage. Kill the guards, then free the hostage with your Q-Laser. She opens the door outside.
3. Rescue Zoe Nightshade, Mediterranean Crisis
Outside, see Zoe and two armored guards below. Use the sniper rifle to take them out, and go for head shots. If you use anything less accurate, you have a chance of hitting the field of depth charges nearby, causing an explosion that kill Zoe. Zip down on the hook to meet up with Zoe.
4. Destroy cloned leaders' helicopter, Mediterranean Crisis
Your last objective is to stop the cloned leaders from escaping. Head down the ladder near where Zoe is. As you come out, rush down the deck of the ship, killing the guards along the way. The helicopter is taking off soon, so hurry. The helicopter is resting on the airstrip before it takes off. The Fixed Gun is harder to aim then your normal guns, but may be more effective to use when the helicopter is still before it takes off. If you manage to get enough shots in before the helicopter disappears from site, you succeed.
5. Bonus Token Locations, Mediterranean Crisis
- Take a look around the cell you could start out in and find it.
- Go into the vent in Zoe's cell and proceed all the way to the end to come across this 007 Bonus Token.
- Go through the room outside the cell room and up the stairs. Continue through the rooms until you come outside. Find a Bonus Token here. This is also where you start the level when you completed the last level with the verification card.
- As you enter the first hangar, go inside the vent immediately to your right. Inside is a Bonus Token.
- Upon entering the second harrier, take a left. Under the walkway above, find some crates. Nestled within is a 007 Bonus Token.
- Go around the second hangar and up to where the sniper was. Continue past where he was and follow the hallway to go near the edge of the ship. A 006 Bonus Token should be here.
- In the tall stairwell leading up to the ship's main control room, check among the boxes at the very bottom to find this.
- On the deck leading outside to where Zoe is, go down the hole. The 007 Bonus Token is below it.
- This 007 Bonus Token is found outside behind the depth charges around Zoe.
6. Bond Moves, Mediterranean Crisis
Go Into Ventilation Shaft
In Zoe's jail cell, cut open the lock and proceed through the vent.
Q-Claw in Hangar 1
In the first hangar, head through the vent near the entrance to go into the area on the right. Use the Q-Claw to grapple nearby.
Q-Claw in Hangar 2
In the second hangar, go into the are to the right, like in the first area. Also like in the first hangar, use the Q-Claw when you see the spot.
Open the Gate
In the second hangar, use the Q-Laser to cut open the lock of the fence to the right.
Download Harrier Program
After using the Q-Claw in Bond Move #3, continue and you should come to a control room. Inside, you can download the Harrier program.
Harrier Jets
After entering the second part of the level (after the game loads), look out the window to see several guards behind a Harrier. Use the Q-Remote to activate the program, which blows them up.
Q-Claw to the Meeting Room
Use the Q-Claw after the area where you performed Bond Move #6 to reach the meeting room.
Snipe Helicopter Gunship Pilot
In the main control room, use your sniper rifle to take out the helicopter gunship pilot.
Free Crew Member
When you meet up with the crew member in the tower, cut her free with the Q-Laser.
Download Missile Program
In the tower where the crew member is, download the missile program with your Q-Remote.
Drop from the Hook
Get on the hook to go down and rescue Zoe, but while you are sliding down, press the action button a second time to let go.
Save Zoe
After dropping from the hook, cut the lock on the nearby door open, and find the big green button on the computer. Pressing it saves Zoe.
Use Missile Program
Use the missile program after rescuing Zoe, right before you meet up with the cloned leaders' helicopter.
7. Body Armor and Hidden Weapons Locations, Mediterranean Crisis
The Frinesi can be found right outside the jail cell.
There is a ton of body armor in the level, scattered in many places. Look behind crates and in remote locations (like out on the decks) and you are sure to come across plenty to get you through the level.